Heavy Tanks seem way too good now, especially in team games with lots of indirect being thrown around. Other things already wound infantry so then a heavy comes up and murders an already wounded squad with so much consistency.

Heavies can also duel AT guns with much less risk and more consistency then before.

Fixing frustrating RNG wipes is trivial to implement. Just set "Maximum models hit" to 2-3 depending on the weapon, this means a mortar or tank shell will never one-shot instagib an entire squad because they clump around something.

This is exactly what mines do, remember how mine RNG wipes were a problem until they implemented that?

Either way the big changes that need to happen are squad spacing. Indirect shouldn't need as adjusted as it is. The easiest and best change, imo, is that indirect fire should only be able to kill 2 models MAXIMUM of a full health squad, much like the change that happened to mines some time ago, I still really don't get why this hasn't been changed as I feel its a pretty safe and straight forward fix.

Preach. I did this is in my mods and such a simple change makes an incredible difference, so much less frustrating RNG and more room for actual calculation of engagements. In particular, it's a huge buff to 4 man survivability who otherwise can easily get one shot. (where as 5 & 6 man squads rarely get 1 shot.)

"Panzergrenadiers are being given increased versatility; cheaper and more accurate panzerschreck will allow an alternative to the Pak40 that can support assaults with smoke grenades.
• Now have access to the Model 24 Smoke Grenade"

Please tell me the the Bundle Grenade and Smoke grenades share a cooldown so they can't smoke off and instawipe a HMG with the nades.